Automap (indoor & dungeon) implementation

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Interkarma
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Re: Automap (indoor & dungeon) implementation

Post by Interkarma »

This regression started happening in builds taken after commits on May 21 2018. Likely somewhere around there.

Could also be after commits on May 20 2018. There was a bit of work around UI and automap at that time, and player controller.

Anyway, hopefully something simple. :)

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Nystul
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Re: Automap (indoor & dungeon) implementation

Post by Nystul »

I am doing a revision pass on the dungeon automap
would rotation arrows around the rotation pivot axis beacon help to indicate its purpose better?
see this test screenshot:
Image

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jayhova
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Re: Automap (indoor & dungeon) implementation

Post by jayhova »

Is that what that thing is?
Remember always 'What would Julian Do?'.

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Nystul
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Re: Automap (indoor & dungeon) implementation

Post by Nystul »

jayhova wrote: Thu May 30, 2019 3:35 pm Is that what that thing is?
exactly :D
left-click on rotate button rotates around the blue axis
right-click rotates the camera (ignores the blue axis)

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King of Worms
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Re: Automap (indoor & dungeon) implementation

Post by King of Worms »

Yes, that seems better and looks cool.

If I might add, some legend about controls would be great as well. Maybe we can add a button at that tab bellow the arrows? U click it and legend pops?
I can create that button.

With the new text formating, most of the info about controls cant be seen

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jayhova
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Re: Automap (indoor & dungeon) implementation

Post by jayhova »

I always thought on screen controls would be a welcome addition to making this work with just the mouse. Perhaps with a slide/pop out menu.
Remember always 'What would Julian Do?'.

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Nystul
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Re: Automap (indoor & dungeon) implementation

Post by Nystul »

King of Worms wrote: Thu May 30, 2019 3:37 pm Maybe we can add a button at that tab bellow the arrows? U click it and legend pops?
I can create that button.
I also had plans for a help pop up window (launched via button press on a to be defined help button), but it would be a lot of work (since you would have to create a complete scroll window with explainations and maybe example screenshots)
I am not sure if I will ever have the time to do this.
What I plan to do in this revision pass are smaller things like the mentioned arrows and the micromap from vanilla

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King of Worms
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Re: Automap (indoor & dungeon) implementation

Post by King of Worms »

I think something simple like a overlay with all commands and brief description in text would be sufficient.
But its completely up to you ofc

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Hazelnut
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Re: Automap (indoor & dungeon) implementation

Post by Hazelnut »

Maybe reduce the tooltip delay for the automap buttons - they all have help text that pops up, but maybe not many people have realised that?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: Automap (indoor & dungeon) implementation

Post by King of Worms »

BUt with the new SDF fonts, the texts are too long and you cant see them, neither you can see all the command keys mentioned in the texts, so the info provided there is basically worthless in many cases.

Shortening the tooltip delay might and might not help :D
too fast tooltips can get annoying... needs testing ingame

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